%%%%%
%%
%% This file sets up the Abil datatype and creates Abil macros.  These
%% are for abilities that characters may have.
%%
%%%%%

\DECLARESUBTYPE{Abil}{Element}
\PRESETS{Abil}{
  \F\MYtext	%% text of ability, read by user
  \F\MYeffect	%% effect text of ability, read by recipient(s)
  }


%%%%%
%% \ability{<name>}{<text>}{<effect>}
%%
%% \ability is a wrapper around \INSTANCE, useful for 1-shot abilities,
%% etc.
\newinstance{Abil}{\ability[3]}{
  \s\MYname{#1}\s\MYtext{#2}\s\MYeffect{#3}}


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

%\NEW{Abil}{\aTest}{
%  \s\MYname	{Test Ability}
%  \s\MYtext	{You are a test.}
%  \s\MYeffect	{This is a Test.}
%}
%
%\NEW{Abil}{\aSpecial}{
%  \s\MYname	{Special Powers}
%  \s\MYtext	{You have special powers, as detailed in your \gTest{}
%		greensheet.}
%  \s\MYeffect	{I have special powers!}
%  \s\MYgreens	{\gTest{}}
%  \suite
%  }

\NEW{Abil}{\aFiremansCarry}{
  \s\MYname	{Fireman's Carry}
  \s\MYtext	{You can carry a body as if it were two-hands bulky.}
  \s\MYeffect	{I can carry this body well.}
  }

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%


  
%% Basic DarkWater-style Martial Attack abilities


%% Everyone has these 3
\NEW{Abil}{\aAssist}{
  \s\MYname	{Assist}
  \s\MYtext	{You can assist someone else's attack.  You must be
		within ZoC of both the attacker and target.  Within two
		seconds of an attack, direct this at the attacker,
		saying ``\MYname'' and your CR.}
  \s\MYeffect	{I assist your attack.}
  }

\NEW{Abil}{\aKnockOut}{
  \s\MYname	{Knock Out}
  \s\MYtext	{You can knock someone out as an attack.  This requires
		a {\bf blunt} weapon.  Say ``\MYname'' and your CR.}
  \s\MYeffect	{I knock you out.}
  }

\NEW{Abil}{\aWound}{
  \s\MYname	{Wound}
  \s\MYtext	{You can wound someone as an attack.  This requires an
		{\bf edged} weapon, such as a knife.  Say ``\MYname'' and
		your CR.}
  \s\MYeffect	{I wound you.}
  }


%% the \basecombat macro can be prepended to the Char abils list
%% (in char-LIST.tex)
\def\basecombat{\aKnockOut{}\aWound{}\aAssist{}}

%% only some people have these
\NEW{Abil}{\aDisarm}{
  \s\MYname	{Disarm}
  \s\MYtext	{You can disarm someone of one item as an attack.  Say
		``\MYname'' and your CR.  Point at the item you want to
		disarm them of.  If the attack works, they must drop that item.}
  \s\MYeffect	{I disarm that item.}
  }

\NEW{Abil}{\aRestrain}{
  \s\MYname	{Restrain}
  \s\MYtext	{You can restrain someone as an attack.  Say ``\MYname''
		and your CR.  You may freely drag, attack, or (if you have
		a weapon) killing-blow them.  To be free to do anything else, or if
		your health state changes, you must incant ``release'' and let them
		go.}
  \s\MYeffect	{I restrain you.  You are restrained until I incant
		``release.''}
  }
\NEW{Abil}{\aThrow}{
  \s\MYname	{Throw}
  \s\MYtext	{You can throw someone as an attack.  Say ``\MYname'' and
		your CR.  Point in the direction you want to throw them.}
  \s\MYeffect	{I throw you.  Go in the direction I point ten full steps
		or until you hit a wall or similar.}
  }

% SPARK ABILITIES
\NEW{Abil}{\aSparkA}{
  \s\MYname	{\AE{}theric Aptitude}
  \s\MYtext	{You may use Spark items that {\bf require \AE{}theric}.}
  \s\MYeffect	{...}
}
\NEW{Abil}{\aSparkB}{
  \s\MYname	{Biological Aptitude}
  \s\MYtext	{You may use Spark items that {\bf require Biological}.}
  \s\MYeffect	{...}
}
\NEW{Abil}{\aSparkC}{
  \s\MYname	{Chemical Aptitude}
  \s\MYtext	{You may use Spark items that {\bf require Chemical}.}
  \s\MYeffect	{...}
}
\NEW{Abil}{\aSparkD}{
  \s\MYname	{Dynamic Aptitude}
  \s\MYtext	{You may use Spark items that {\bf require Dynamic}.}
  \s\MYeffect	{...}
}
\NEW{Abil}{\aSparkE}{
  \s\MYname	{Epistemological Aptitude}
  \s\MYtext	{You may use Spark items that {\bf require Episemological}.}
  \s\MYeffect	{...}
}

% MACROECONOMIC ABILITIES
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
\NEW{Abil}{\aUpgradePiracy}{
  \s\MYname	{Upgrade Ship}
  \s\MYtext	{The weapons systems of your ship are starting to become dated.  With access to better weapons you could become more effective at pirating.  If you spend 1 \iMacroWeapons{}, the success chance of the \aPiracy{} ability will increase to \%75.
  
  To perform this upgrade, drop off this ability in the COMPLETED TRADES folder along with 1 \iMacroWeapons{}.  The effect will take place immediately.}
  \s\MYeffect	{\ldots{}}
  }

\NEW{Abil}{\aPiracy}{
  \s\MYname	{Piracy}
  \s\MYtext	{You can direct your pirates to steal from certain trade routes, but only have the resources to commit piracy a limited number of times each game, indicated by the number of copies of this ability card you possess.
  
  To notify your pirates,  you must know the resource being traded, and the seller and recipient of the good.  If any such goods are being traded along that route during the current phase, you have a \%50 chance per good to steal it.  You may not commit piracy on routes with you as a seller or recipient.
  
  Fill out the following and drop off this ability in the COMPLETED TRADES folder not 5 minutes after the end of the trading phase.\\
  
Your name:\\
  Seller:\\
  Recipient:\\
  Good traded: 
  }
  \s\MYeffect	{\ldots{}}
  }
  
  \NEW{Abil}{\aSabotage}{
  \s\MYname	{Sabotage}
  \s\MYtext	{You can direct your sabotours to destroy certain shipments, but can only use this ability a limited number of times each game, indicated by the number of copies of this ability card you possess.
  
  To notify your sabotours,  you must know the resource being traded, and the seller and recipient of the good.  If any such goods are being traded along that route during the current phase, you have a \%50 chance per good to destroy it.    You may not commit sabotage on routes with you as a seller or recipient.
  
  Fill out the following and drop off this ability in the COMPLETED TRADES folder not 5 minutes after the end of the trading phase.\\
  
Your name:\\
  Seller:\\
  Recipient:\\
  Good traded:\\ 
  }
  \s\MYeffect	{\ldots{}}
  }

  \NEW{Abil}{\aMine}{
  \s\MYname	{Mine}
  \s\MYtext	{You have recently discovered a mine containing an unidentified mineral.  Technician reports indicate that the mineral is an orange crystal with glowing purple impurities, although radiation in the area would be lethal to anyone trying to mine it.  With enough labor, you could finish mining the vein before all of the workers died. 
  
   To use this ability, drop it off in the COMPLETED TRADES folder along with 4 \iMacroLabor{}.  The ore will be available at the end of the trading phase.  You may only use this ability once per game.}
      \s\MYeffect	{\ldots{}}

  }

  \NEW{Abil}{\aFabricateWeapons}{
  \s\MYname	{Fabricate Weapons}
  \s\MYtext	{Your family has secret plans that can be used to construct advanced weapons if you have the requisite components.  
  
  To use this ability, drop it off in the COMPLETED TRADES folder along with 1 \iMacroParts{} and 1 \iMacroMaterials{}.  The \iMacroWeapons{} will be available at the end of the trading phase.  You may only use this ability once per game per copy of this ability that you possess.}
      \s\MYeffect	{\ldots{}}

  }
  
    \NEW{Abil}{\aImport}{
  \s\MYname	{Import Raw Materials}
  \s\MYtext	{With large quantities of parts needed for temporary repairs, \bCity{} has the ability to acquire abandoned \iMacroMaterials{}.  
  
  To use this ability, drop it off in the COMPLETED TRADES folder along with 1 \iMacroParts{}.  The materials will be available at the end of the trading phase.  You may use this ability once per game per copy of this ability card that you possess.}
    \s\MYeffect	{\ldots{}}
  }
  
    \NEW{Abil}{\aTradeFA}{
  \s\MYname	{Trade}
  \s\MYtext	{You have the ability to trade {\bf resources} with other players.  See the \gEconomics{} green sheet for more details.  You may take resources from the \cPatriarchA{} folder at the end of the phase.  You may freely give nontransferable resources to \cPatriarchA{}, \cRomeo{} or \cYounger{}.
  
  At any time, you may authorize or \cYounger{} to trade on your behalf.  If you do so, tell a GM. This authorization is irrevocable.
  }
    \s\MYeffect	{\ldots{}}
 }

\NEW{Abil}{\aTradePopulist}{
  \s\MYname	{Trade}
  \s\MYtext	{You have the ability to trade {\bf resources} with other players.  See the \gEconomics{} green sheet for more details.  You may take resources from the \cPopulist{} folder at the end of the phase.}
    \s\MYeffect	{\ldots{}}
}

\NEW{Abil}{\aTradePoisoner}{
  \s\MYname	{Trade}
  \s\MYtext	{You have the ability to trade {\bf resources} with other players.  See the \gEconomics{} green sheet for more details.  You may take resources from the \cPoisoner{} folder at the end of the phase.}
    \s\MYeffect	{\ldots{}}
}

\NEW{Abil}{\aTradePirate}{
  \s\MYname	{Trade}
  \s\MYtext	{You have the ability to trade {\bf resources} with other players.  See the \gEconomics{} green sheet for more details.  You may take resources from the \cPirate{} folder at the end of the phase.}
    \s\MYeffect	{\ldots{}}
}

\NEW{Abil}{\aTradeJuliet}{
  \s\MYname	{Trade}
  \s\MYtext	{You have the ability to trade {\bf resources} with other players.  See the \gEconomics{} green sheet for more details.  You may take resources from the \cJuliet{} folder at the end of the phase.}
    \s\MYeffect	{\ldots{}}
}
  
  \NEW{Abil}{\aTradeSpacer}{
  \s\MYname	{Trade}
  \s\MYtext	{You have the ability to trade {\bf resources} with other players.  See the \gEconomics{} green sheet for more details.  You may take resources from the \cSpacer{} folder at the end of the phase.}
    \s\MYeffect	{\ldots{}}
}

    \NEW{Abil}{\aTradeFC}{
  \s\MYname	{Trade}
  \s\MYtext	{You have the ability to trade {\bf resources} with other players.  See the \gEconomics{} green sheet for more details.  You may take resources from the \cPatriarchA{} folder at the end of the phase.  You may freely give nontransferable resources to \cPatriarchC{} or \cAdoptee{}.
  
  At any time, you may authorize \cAdoptee{} to trade on your behalf.  If you do so, tell a GM.  This authorization is irrevocable.
  }
    \s\MYeffect	{\ldots{}}
 }
 
     \NEW{Abil}{\aTradeCity}{
  \s\MYname	{Trade}
  \s\MYtext	{You have the ability to trade {\bf resources} with other players.  See the \gEconomics{} green sheet for more details.  You may take resources from the \cOrotine{} folder at the end of the phase.  You may freely give nontransferable resources to \cOrotine{} or \cConstruct{}.
  
  At any time, you may authorize \cConstruct{} to trade on your behalf.  If you do so, tell a GM.  This authorization is irrevocable.
  }
    \s\MYeffect	{\ldots{}}
 }